No problem at all. I completely understand. Thanks for letting me know
ProdigalSon Games
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Recent community posts
One thing, once I learned about building mode and placing coconut cannons, the game was more enjoyable but here's something that happened to me:
I need a better way to switch between build and attack mode. Either pause the game when I am in build mode and let me go into GOD MODE while I place traps, or make it more obvious that I am in building mode cause I kept trying to attack when I am in building mode
Volume starts at 50%, 10/10!- Music is sadly still a bit too loud 9/10
- I cannot pop balloons with my knife or long sword 8/10
- I was told there is beheading of innocent life? 7/10
- Being able to get a long sword, multi-hit, hit from a distance to avoid attacks, and jump over your enemies to do a back attack...priceless
I have never played a 1st person tower-defense so it took me a bit to realize why the skeletons kept knocking at the door instead of fighting me (cowards!)
A few suggestions to help improve gameplay for me personally:
1. Mini-map or some way to highlight where there are enemies so I can go defeat them
2. When I have enough money to buy something, instead of interacting with the house, maybe a little pop-up appears for a bit and I can press a button to trigger the menu to open? Or at least an alert to let me know something new can be bought so I know when to go to the house to upgrade my stuff.
This is interesting for sure. Needs more cowbell, though :P
ps. I love it when this happens...helps me out of ton! lol

Here's my playthrough:
https://www.twitch.tv/videos/2235876222?t=01h49m52s
Here's my playthrough:
https://www.twitch.tv/videos/2235876222?t=01h36m42s
The character is charming and the controls aver very simple and the premise is easy to follow. I could not see my health and did not quite understand when something would hurt me or if I getting points by doing certain actions. It would have been nice to have some sort of a highscore to know how well I did.
Here's my playthrough:
https://www.twitch.tv/videos/2235876222?t=01h30m43s
I reached the max score but I have to tell you that I had some a gouda of a time and I was swiss at the bat and that ball went cheddar fast to the end of the level
Here's my playthrough:
https://www.twitch.tv/videos/2235876222?t=01h17m12s
I think how rotations work is not what I expect which was that as long as I was in the air, I could rotate the map and fall in that new direction. instead, what we got instead was a cat rotation which was hard to tell where we were going to go next
My Playthrough:
https://www.twitch.tv/videos/2235876222?t=01h10m34s
I really like the concept but the controls are a little awkward and I think the spike colliders are a little not forgiving. but over all pretty neat
Here's my playthrough:
https://www.twitch.tv/videos/2235876222?t=01h03m09s
23,000 HIGH SCORE!!!! :D I recommend having different sprite to indicate how you close you are to firing since it easy to overlook the timer on the left and making the enemy bullets a different color like red would help.
The game throws you in and immediately start hurting you without giving you time to think and understand the controls and I'm not a fan that when I jump I am literally jumping into where the ghost are and don't have a chance to shoot them. Maybe increase the space and allow them to spawn closer to the edges might be better.
Here's my play through:
I really like the artwork, the textures, and the character designs. The puzzles are little challenging because there is not enough user experience (Visual/Audio) that helps understand what I can interact with and what not and it was really to forget that I can jump since I only need to use it once. I found it hard to understand what genre or type of game it was trying to because it had a little bit of everything: exploration, puzzles, platform, but each one was mainly use once and not really consistently together. I would recommend to try to find a way to unite all of these gameplay mechanics.
This game is very unique but comes with a high learning curve which can be challenging in the context of a game jam where most players are looking to quickly jump into your game and learn about your mechanics with little no reading. I usually recommend, creating a single hand-crafted level, and using gameplay to explain the rules of your game to the player and then letting the play the game after learning the mechanics.
I like the premise, the story is funny, the concept of a shotgun-grappling-hook cat is hilarious, and once you get a really good rhythm the speed and physics feel so good. So good, that I forgot about rolling up and becoming this big giant ball of destruction. I think a sound effect and visual reminder that flashes bigger would good.
I like the implementation of scaling into different forms to traverse and platform. The animation are really well done and I do believe that the 3 forms fit really well. I can really feel the impact of the hits when I got hurt. It simply got a little too tight at the end and I died too many times. Maybe make it a little more forgiving?
This is pretty neat although I kept struggling with the climbing mechanics since I kept thinking it was a toggle and that I had to hold on to the jump button. May recommend making the climb an optional toggle for those who struggle with the ability to hold a button down for a long time while perform other tasks? At first, I thought the crafting mechanic was going to be overwhelming but it ended up being pretty easy to manage and a nice addition.
One last thing, I wanted to jump UP off walls when I was climbing. That feels better ;) I want to change jumps and climbs to do cool climbing speeds strats :D

































